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June 6, 2013
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Video: 10 bite-size talks on progressive game design  
by GDC Vault Staff [06.05.13]
Some of the most interesting people in game development present "progressive, philosophical, future-looking game design inspiration."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, Video

The diversity of game dev students: Who's joining the industry? 39
by Gamasutra Community [06.05.13]
There are frequent calls for more diversity in game development. What does the future look like? Here, three academics report their findings on the demography of game dev students.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Cleaning up your community: The psychology of trolls 19
by Gamasutra Community [06.04.13]
You can't let trolls take over your community. But what do you do? Adam Saltsman (Hundreds) discusses why trolls do what they do -- and how best to deal with them.
Business/Marketing, Console/PC, Indie, Social/Online

Contract QA: A dead end or a foot-in-the-door? Exclusive 34
by Patrick Miller [06.04.13]
A handful of experienced devs offer some career advice on how to break into the games industry for a down-and-out QA contractor and Kotaku contributor.
Audio, Production, Console/PC, Social/Online, Exclusive

Zynga laying off 520 staff, shuttering multiple offices 76
by Kris Ligman [06.03.13]
Reports have surfaced that Zynga is laying off over 500 employees as well as shutting down three of its offices, likely as part of its refocus on mobile development.
Business/Marketing, Production, Social/Online, Smartphone/Tablet, Recruitment

Wargaming kicks 'pay-to-win' monetization to the curb Exclusive 47
by Kris Graft [06.03.13]
One of the most successful free-to-play online game companies on the planet has announced a sweeping change in the way it monetizes all of its games.
Business/Marketing, Design, Console/PC, Social/Online, Exclusive

Inside the striking art and design of Hawken Exclusive 6
by Brandon Sheffield [06.03.13]
The first-person mech-battling game Hawken turned heads when it debuted thanks to some standout visuals. Khang Le with developer Adhesive explains his studio's approach.
Design, Art, Console/PC, Social/Online, Exclusive

Analysis: Why MMOs stopped getting bigger 74
by Gamasutra Community [06.03.13]
Big MMOs that crashed and burned -- anyone can name examples. What kept them from success? Why did others thrive? Virtual economist Ramin Shokrizade argues it's their economies.
Business/Marketing, Design, Console/PC, Social/Online


Inside the striking art and design of Hawken 6
by Brandon Sheffield [06.03.13]
Hawken leader and Adhesive game's CEO Khang Le has been doing visual development for movies and games for years, and he took a unique approach to the game's art and design. Rather than aiming for the moon, he and his team tried to create a game that played to the strengths of its members.
Business/Marketing, Art, Interview, Console/PC, Social/Online

Intro to User Analytics 3
by Magy Seif El-Nasr, Alessandro Canossa, Anders Drachen [05.30.13]
An intro to analytics written by the editors of Game Analytics: Maximizing the Value of Player Data, a compendium of insights from more than 50 experts in industry and research, which covers the most relevant questions: what to track, and how to analyze the data.
Business/Marketing, Design, Game Developer Magazine, Console/PC, Social/Online, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Dean Hall Discusses DayZ's Development Process 2
by Christian Nutt [05.24.13]
Project lead Dean Hall explains to Gamasutra the way his team is developing the new standalone game, including exactly what its players bring to the table and how Steam is integrated into the developers' workflow.
Design, Production, Interview, Console/PC, Indie, Social/Online

Secrets of Quick Iteration in the Core Social Space 7
by Gabi Shalel [05.13.13]
How do you react to the speed of the mid-core social market -- incorporating ideas from fans and developers while getting updates out there quickly? Total Domination developers Plarium explain.
Design, Production, Social/Online, Smartphone/Tablet

Managing Risk in Video Game Development 7
by Paul Tozour [05.03.13]
How do you best manage risk when creating a game? Using this article and the attached spreadsheet, you can better identify the problem areas in your game and get a sense of whether any decisions you are making actually make business sense.
Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet


Deep Plaid Games, one year later  
by Shay Pierce [06.05.13]
I briefly talk about the OMGPOP/Zynga drama, and relate the indie projects I've been working on with my newfound freedom over the past year.
Business/Marketing, Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Designing Tournaments for a Massively Multiplayer Strategy Game  
by Kevin Hassall [06.05.13]
Why run tournaments in an MMO strategy game? What are they meant to achieve, and how do you create an effective tournament? A case study from MMORTS Illyriad.
Design, Social/Online

10 of the Coolest Games You Need to Play Before You Truly Grow Old 2
by Aj Aviado [06.05.13]
Here are 10 games I believe everyone should play to understand how video games can make you feel the energy of youth again before it’s too late.
Social/Online

Leadwerks on Steam  
by Josh Klint [06.03.13]
I'm excited to announce our Greenlight campaign for Leadwerks 3: Steam Edition. This will be distributed through Steam and let you build games with Lua script. We need your vote on Greenlight to make it happen.
Console/PC, Indie, Social/Online, Smartphone/Tablet

The Barrier to Big 74
by Ramin Shokrizade [05.31.13]
In this article virtual economist Ramin Shokrizade explains the trend towards smaller online games since 2003, what is causing it and why, and presents some solutions.
Design, Social/Online


Twistory Studios — Santa Monica, CA, USA
[06.04.13]
Social Game Programmer
About the Company Founded in 2008, Twistory Studios creates compelling story and art driven entertainment brands on all media platforms including retail, games and traditional entertainment. Culturally bringing globally-renowned writers and artists together with one mission.
Programmer / Engineer, Social / Online Games, App Developers

Zattikka PLC — San Francisco, CA, USA
[06.03.13]
Account Manager, Business Development

Social / Online Games

Gameloft - New Orleans — New Orleans, LA, USA
[06.03.13]
Senior Online Developer
Our studio is proud to employ some of the most qualified developers in games. We would love for you to be our next hire! Join one of the most stable and successful companies in games, with an established reputation of mobile games excellence in spectacular New Orleans!
Programmer / Engineer, Social / Online Games, Smartphone / Tablet Games

Electronic Arts - EA PLAY — Austin, TX, USA
[05.31.13]
Gameplay Engineer

Programmer / Engineer, Social / Online Games, Smartphone / Tablet Games

DoubleDown Interactive — Seattle, WA, USA
[05.31.13]
Software Game Developer
DoubleDown Interactive is a fast growing social games company based in Seattle that develops non-gambling, casino style games on Facebook. Our flagship product is the ultra-fast growing DoubleDown Casino ™ on Facebook with over 6.5 million monthly active users. As one of the top game developers on Facebook we are committed to building a company that recognizes and rewards all employees, come and check us out!
Programmer / Engineer, Social / Online Games


Stomp Games — Concord, MA, USA
[05.30.13]
Web Game Programmer
The successful candidate will report to the Lead Server Programmer. The Web Programmer will drive the development of the user facing front end and social features for a browser based, real time combat online game.
Programmer / Engineer, Social / Online Games

Alloy Digital, LLC — New York, NY, USA
[05.30.13]
Assistant Producer, Mobile Games

QA / Tester, Social / Online Games, App Developers

Publishers Clearing House — New York City, NY, USA
[05.29.13]
Product Manager, Online Games

Producer / Director / Project Manager, Social / Online Games